/* * MapFormatH3M.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "CMapService.h" #include "../GameConstants.h" #include "../ResourceSet.h" #include "../mapObjects/ObjectTemplate.h" #include "../int3.h" #include "../filesystem/CBinaryReader.h" class CGHeroInstance; class CArtifactInstance; class CGObjectInstance; class CGSeerHut; class IQuestObject; class CGTownInstance; class CCreatureSet; class CInputStream; class DLL_LINKAGE CMapLoaderH3M : public IMapLoader { public: /** * Default constructor. * * @param stream a stream containing the map data */ CMapLoaderH3M(CInputStream * stream); /** * Destructor. */ ~CMapLoaderH3M(); /** * Loads the VCMI/H3 map file. * * @return a unique ptr of the loaded map class */ std::unique_ptr loadMap(); /** * Loads the VCMI/H3 map header. * * @return a unique ptr of the loaded map header class */ std::unique_ptr loadMapHeader(); /** true if you want to enable the map loader profiler to see how long a specific part took; default=false */ static const bool IS_PROFILING_ENABLED; private: /** * Initializes the map object from parsing the input buffer. */ void init(); /** * Reads the map header. */ void readHeader(); /** * Reads player information. */ void readPlayerInfo(); /** * Reads victory/loss conditions. */ void readVictoryLossConditions(); /** * Reads team information. */ void readTeamInfo(); /** * Reads the list of allowed heroes. */ void readAllowedHeroes(); /** * Reads the list of disposed heroes. */ void readDisposedHeroes(); /** * Reads the list of allowed artifacts. */ void readAllowedArtifacts(); /** * Reads the list of allowed spells and abilities. */ void readAllowedSpellsAbilities(); /** * Loads artifacts of a hero. * * @param hero the hero which should hold those artifacts */ void loadArtifactsOfHero(CGHeroInstance * hero); /** * Loads an artifact to the given slot of the specified hero. * * @param hero the hero which should hold that artifact * @param slot the artifact slot where to place that artifact * @return true if it loaded an artifact */ bool loadArtifactToSlot(CGHeroInstance * hero, int slot); /** * Creates an artifact instance. * * @param aid the id of the artifact * @param spellID optional. the id of a spell if a spell scroll object should be created * @return the created artifact instance */ CArtifactInstance * createArtifact(int aid, int spellID = -1); /** * Read rumors. */ void readRumors(); /** * Reads predefined heroes. */ void readPredefinedHeroes(); /** * Reads terrain data. */ void readTerrain(); /** * Reads custom(map) def information. */ void readDefInfo(); /** * Reads objects(towns, mines,...). */ void readObjects(); /** * Reads a creature set. * * @param out the loaded creature set * @param number the count of creatures to read */ void readCreatureSet(CCreatureSet * out, int number); /** * Reads a hero. * * @param idToBeGiven the object id which should be set for the hero * @return a object instance */ CGObjectInstance * readHero(ObjectInstanceID idToBeGiven); /** * Reads a seer hut. * * @return the initialized seer hut object */ CGSeerHut * readSeerHut(); /** * Reads a quest for the given quest guard. * * @param guard the quest guard where that quest should be applied to */ void readQuest(IQuestObject * guard); /** * Reads a town. * * @param castleID the id of the castle type * @return the loaded town object */ CGTownInstance * readTown(int castleID); /** * Converts buildings to the specified castle id. * * @param h3m the ids of the buildings * @param castleID the castle id * @param addAuxiliary true if the village hall should be added * @return the converted buildings */ std::set convertBuildings(const std::set h3m, int castleID, bool addAuxiliary = true); /** * Reads events. */ void readEvents(); /** * read optional message and optional guards */ void readMessageAndGuards(std::string& message, CCreatureSet * guards); void readSpells(std::set & dest); void readResourses(TResources& resources); template void readBitmask(std::set &dest, const int byteCount, const int limit, bool negate = true); /** Reads bitmask to boolean vector * @param dest destination vector, shall be filed with "true" values * @param byteCount size in bytes of bimask * @param limit max count of vector elements to alter * @param negate if true then set bit in mask means clear flag in vertor */ void readBitmask(std::vector & dest, const int byteCount, const int limit, bool negate = true); /** * Reverses the input argument. * * @param arg the input argument * @return the reversed 8-bit integer */ ui8 reverse(ui8 arg); /** * Helper to read map position */ inline int3 readInt3() { int3 p; p.x = reader.readUInt8(); p.y = reader.readUInt8(); p.z = reader.readUInt8(); return p; } /** List of templates loaded from the map, used on later stage to create * objects but not needed for fully functional CMap */ std::vector templates; /** ptr to the map object which gets filled by data from the buffer */ CMap * map; /** * ptr to the map header object which gets filled by data from the buffer. * (when loading a map then the mapHeader ptr points to the same object) */ std::unique_ptr mapHeader; CBinaryReader reader; CInputStream * inputStream; };